Solution to 'permaboosting'

I just watched this video by Alexander the Grape, which explained the issue with permaboosting in regards to the chieftain, before it was released. Very interesting, and I think I have a solution to the issue of permaboosting as a whole.

Right now, the purpose of the energy stored in the ENG capacitor is only used for boosting, nothing else - the ENG capacitor is literally a boost meter. This could be changed, so that you only perform at the ship's normal maneuverability level (pitch/roll/yaw rates, speeds, etc) while the capacitor is fully charged. This means that boosting would give you a great advantage for the 3.5 seconds it lasts for, but there's a trade-off - for a short time after boosting, your maneuverability will be reduced. Boosts will need to be planned and timed, rather than just being constantly used.

There's another issue - most A-grade, engineered ships will have used so little of their capacitor for a boost, and/or have such a high recharge rate, that this will mean absolutely nothing, as they'll be back to full charge before the boost ends. In my Krait Mk II, I only use the top two bars of the ENG cap for a boost! This could be changed so that to boost, you require a full ENG capacitor, and the entire capacitor is drained upon boosting.
 
Boosting could use a fixed amount of fuel, quite small, but noticeable in constant boosting.

That said, I don't really know what the problem is for perma-boost. Lol
 
I have no problem with perma boost.
Most of my ships have been engineered so that it's possible.

I would like to see a constant version of boost or an afterburner type of effect though.
 
Simpler & easier, just to nerf Permaboost SLIGHTLY FDev, JUST SLIGHTLY!, no? Those manoeuvrability bonuses are the only thing keeping some ships viable.
 
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I can't think of a solution that doesn't involve a huge (and therefore impalatable) nerf. It's far too late in the game's life to pull that off now, we're stuck with it.
 
It's important to realize the distinction between a nerf to something's power and a change that adds depth to the game through more interesting decisions. The above suggestion would inherently feel like a nerf to permanently boosting, but it's food for thought. If moving at your absolute top speed overspent your engines temporarily, it would add an important consideration for when to boost, rather than it being the mindless mashing of the boost key once your distributor is engineered enough. Boosting was supposed to be something limited by your distributor, but it's since been rendered a non-factor; I feel that was a mistake. Designing a series of choices and priorities for players to observe and then giving them a way to just circumvent them makes me wonder why someone would design the limitations in the first place. Why even have an engine bar at all if it can simply be engineered away with no appreciable loss to your other capacities?

I for one would be interested in seeing how the flight dynamics would feel if boosting WAS more of a steady afterburner that drained the capacitor while on. It could simply be a redzone above your regular throttle that only burned capacitor charge when you fly above your "normal" max speed, perhaps--that way it's not just a "dash" but more of a "flat-out run." It could make for a fascinating experimental effect at the very least and might suit some people better to just go fast enough to trigger boost rather than constantly jamming the button. I'd give it a try if given the chance.
 
It's important to realize the distinction between a nerf to something's power and a change that adds depth to the game through more interesting decisions. The above suggestion would inherently feel like a nerf to permanently boosting, but it's food for thought. If moving at your absolute top speed overspent your engines temporarily, it would add an important consideration for when to boost, rather than it being the mindless mashing of the boost key once your distributor is engineered enough. Boosting was supposed to be something limited by your distributor, but it's since been rendered a non-factor; I feel that was a mistake. Designing a series of choices and priorities for players to observe and then giving them a way to just circumvent them makes me wonder why someone would design the limitations in the first place. Why even have an engine bar at all if it can simply be engineered away with no appreciable loss to your other capacities?

I for one would be interested in seeing how the flight dynamics would feel if boosting WAS more of a steady afterburner that drained the capacitor while on. It could simply be a redzone above your regular throttle that only burned capacitor charge when you fly above your "normal" max speed, perhaps--that way it's not just a "dash" but more of a "flat-out run." It could make for a fascinating experimental effect at the very least and might suit some people better to just go fast enough to trigger boost rather than constantly jamming the button. I'd give it a try if given the chance.

Good summary of the suggestion and current situation.
 
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